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  • Flexor the Mighty!'s Avatar
    Wednesday, 9th May, 2018, 10:41 PM
    I'm moving my game back to Swords and Wizardry simply because I want to focus the game on the players at the table and their decisions rather than, IME, the focus being on how good they are at using the many fiddly bits on their character sheets. We will see how it goes. They are used to a decade plus of heavy skill based systems, I think it will take a while to getting back to the point where...
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    Wednesday, 9th May, 2018, 05:16 PM
    My players have an obligation to show up and to engage the game, not talk all session about how much they hate Trump, or sleep, or tool about on their phones. Oh and to not whine. That's about it. Maybe bring a good bottle of bourbon now and then.
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  • Flexor the Mighty!'s Avatar
    Tuesday, 8th May, 2018, 08:34 PM
    Going to be across the pond next couple weeks and would like to check out any great game stores in either of those cities if I have time. Hopefully a place with a lot of miniatures and wargames stuff as well as RPG. Looking for stuff I don't normally find over here. Thanks!
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  • Flexor the Mighty!'s Avatar
    Friday, 4th May, 2018, 10:45 PM
    My 5e DM'ing era consisted of Hoard of the Dragon Queen, a 3.5 Goodman games module (the Scaly God) adapted, and Out of the Abyss. I've moved to a different system now.
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    Thursday, 3rd May, 2018, 10:09 PM
    The running joke is that the now NPC lock arms and charge into danger with a zeal. We call them recklessly violent or violently reckless. Honestly the other players don't really do anything stupid with them, they run them like any other character. They get full XP since the PC is there and in action but they can die if things go bad at the same time.
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  • Flexor the Mighty!'s Avatar
    Monday, 30th April, 2018, 03:44 PM
    To my guys the call to "roll initiative losers!" is the time when the game begins, half the table wakes back up, and I see eyes light up though the smokey haze. So never had an issue with it.
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  • Flexor the Mighty!'s Avatar
    Monday, 30th April, 2018, 03:40 PM
    You are right it does require work, it was so much work rewriting the modules/AP that I found I was doing more work than if I just ran my own. So I just switched to a different game that works better, I can see how someone who is stuck with gaming at the store or in AL could be screwed though.
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  • Flexor the Mighty!'s Avatar
    Friday, 27th April, 2018, 09:14 PM
    So do any of the AP actually push this kind of resource management model? The two I have XP with had little to make this 6-8 per long rest a reality. There would be instances where it could be an issue but in general getting a long rest in was not a problem.
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  • Flexor the Mighty!'s Avatar
    Friday, 27th April, 2018, 05:38 PM
    I've yet to find a game I didn't have to house rule in some fashion. It just depends on how much you have to houserule it before you are better off with a different rule-set.
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  • Flexor the Mighty!'s Avatar
    Friday, 27th April, 2018, 04:32 PM
    In the published AP I've run they make no real effort to stop the PC form blowing their wad on every single encounter before getting that long rest so honestly it wan't an issue. Made the game super easy though.
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  • Flexor the Mighty!'s Avatar
    Friday, 27th April, 2018, 04:26 PM
    I misread that, I didn't realize that the example of the swimming thing was in the book. Though honestly I can see why you would do that the more I think of it, a desert PC never seen large bodies of water, etc, but if it doesn't really add anything to the game I'd just handwave it unless there was some reason it needed to be an issue. Though if that was part of a barrier that was necessary to...
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  • Flexor the Mighty!'s Avatar
    Friday, 27th April, 2018, 03:52 PM
    Well I think the racial animosity part is from 1e and older editions where there was a chart dedicated to that. Personally I always have NPCs have a negative reaction to orcish types unless they have a reason not to. One thing I liked about 1e 1/2O PC is they were assumed to be from the small percentage who favor their human heritage over their crcish, but now they are depicted as barely...
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About Flexor the Mighty!

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Wednesday, 9th May, 2018



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Tuesday, 8th December, 2015

  • 06:32 AM - shidaku mentioned Flexor the Mighty! in post Horror and Ravenloft adventure poll
    Ravenloft is more film noir than horror. At least, by modern standards it's no more horror than the original 1931 Dracula is today. I enjoy Ravenloft more for the politics (same reason I like the Underdark) than whatever "horror" value it has. I agree with Flexor the Mighty!, my group doesn't do horror well because 1: they're not scardey-cats and 2: they're genre savvy; heck, one of them is a horror fan. It's just not going to work out well.

Thursday, 18th December, 2014

  • 07:20 AM - airwalkrr mentioned Flexor the Mighty! in post HotDQ looking like an early TPK...
    This is a classic DM issue, Flexor the Mighty!, and I hope this does not come off as sounding inconsiderate or rude (I mean to be constructive), but the tools for dealing with it have been around as long as there has been a DMG. What to do when the PCs don't play the adventure module in what is written to be the most likely outcome? Well you seem to have hit on the answer already judging by your post, but maybe you are hesitant to jump to it because it isn't in the book. Start by looking at your campaign setting. If you are using the Forgotten Realms (the default), then there are hordes of other factions and entities that might be interested in what is going on. All of Toril is your sandbox! So toss in adventure hooks of your own design in to give the PCs other things to do for a little while. They do not have to be complicated or take a long time. And you can even weave them into the overall story. But subplots do not have to be limited to running this in the Realms unless you are running this in a world of isolation where the ...

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Thursday, 10th May, 2018

  • 10:59 PM - RedJenOSU quoted Flexor the Mighty! in post Harassment Policies: New Allegations Show More Work To Be Done
    Nevermind, not sure why that got my hackles up. In the current climate, it pays (or paints a target on your back) to ensure that you are not being lumped into (insert group here).
  • 10:40 PM - MoonSong quoted Flexor the Mighty! in post Pathfinder 2's Armor & A Preview of the Paladin!
    Iím with you Song, but classically, the Paladin features are a snap on to a knight foundation, differentiated by their alignment. Knights have a code of honor/chivalry but the Paladin also has the church which adds the lawful good requirement. Itís only because the game has a polytheistic bent and socially accepts churches of other alignments that the broad interpretation of paladins can exist. Personally, Iíd call them something else that evokes imagery appropriate to their faith. I think it is less about devotion and more about virtue. If not the holy part or religious champion... what makes a paladin different from a fighter? I mean, you could just add an oath option to the fighter... Paladin's Oath: (Prerequisit fighter, Lawful Good), you swear an oath to uphold the good and righteous, and you gain a +X bonus. If you ever perform an evil act, you lose this bonus. Edit: that actually makes it more historically accurate as well. That still doesn't answer the question. Wha...
  • 10:30 PM - Elfcrusher quoted Flexor the Mighty! in post Harassment Policies: New Allegations Show More Work To Be Done
    Did you think i was implying it was a law making sexual discrimination legal or something? Not intentionally, no. Just a funny omission. (At least, I thought so...)
  • 09:50 PM - Elfcrusher quoted Flexor the Mighty! in post Harassment Policies: New Allegations Show More Work To Be Done
    Federal Sex anti-discrimination law. Fixed. Understandable mistake these days, though.
  • 04:01 PM - Sebastrd quoted Flexor the Mighty! in post 12 new monster images revealed from Mordenkainenís Tome of Foes!
    Cool artwork, but I have a hard time taking any product seriously that has anthropomorphic space hippo naval officers. Right? Anyone with sense knows that they should be anthropomorphic space rhino naval officers. ;) Then again I could never take Spelljammer seriously as a whole. I don't think "seriously" is what they were going for.
  • 03:44 PM - dave2008 quoted Flexor the Mighty! in post 12 new monster images revealed from Mordenkainenís Tome of Foes!
    In not into anthropomorphic animals and would say the same about cat or turtle people. The hippo people imagery looks like out of furry fic set in the 19th century. Just not my deal. But they don't have any fur?
  • 03:39 PM - dave2008 quoted Flexor the Mighty! in post 12 new monster images revealed from Mordenkainenís Tome of Foes!
    1e MM2 I believe. And I agree with Olgar, its hard to take the gun wielding, pipe smoking, cut from Star Wars space hippos seriously. Then again I could never take Spelljammer seriously as a whole. Not my thing. What you mean this guy ;) 97341 EDIT: ninja'd by SkidAce
  • 03:18 PM - Ath-kethin quoted Flexor the Mighty! in post 12 new monster images revealed from Mordenkainenís Tome of Foes!
    And I agree with Olgar, its hard to take the gun wielding, pipe smoking, cut from Star Wars space hippos seriously. Then again I could never take Spelljammer seriously as a whole. Not my thing. Yours is not an uncommon opinion, and I think that's unfortunate. I totally get it not being your thing, and that's fine. But to my mind one of the real strengths of Spelljammer is it's refusal to take itself too seriously. It's a setting that recognizes the inherent goofiness of D&D, embraces it, and doubles down on it. It's possible to run horrific and serious Spelljammer campaigns - I have done so myself, and some of the last supplements produced for the setting leaned more in that direction. But to me Spelljammer overall emphansizes the sense of wonder and amazement and possibility of D&D, without the kind of jaded cynicism that led to stuff like Planescape and Dark Sun. Planescape itself is more or less a 90s style gritty reboot of Spelljammer anyway, in a sense. To each their own. But I don...
  • 03:06 PM - Parmandur quoted Flexor the Mighty! in post 12 new monster images revealed from Mordenkainenís Tome of Foes!
    1e MM2 I believe. And I agree with Olgar, its hard to take the gun wielding, pipe smoking, cut from Star Wars space hippos seriously. Then again I could never take Spelljammer seriously as a whole. Not my thing.Do you take Elven Wizards and Dwarven Barbarians "seriously?" Are people taking D&D seriously.

Wednesday, 9th May, 2018

  • 10:27 PM - Zansy quoted Flexor the Mighty! in post Pathfinder 2's Armor & A Preview of the Paladin!
    Amen. I never understood the POV that Paladins are bound by this tight code since they are so devout, but the Priests who channel the deities power to do miracles has a lot more leeway. Personally I like the LG only Paladin, I just never understood why the clerics were viewed as halfassed faith-wise by comparison. Even if it was unintentionally so, and even if you're not against the paladin being exclusively LG, I thank you for illustrating my point in my previous post, that I'm not the only one with controversy over how many different things a paladin must adhere to with full devotion. Having you Compare it to my earlier point about clerics following less rules than paladins not only strengthens that point, but shows me that I'm consistent with my opinions on the matter. Thank you.
  • 05:30 PM - lowkey13 quoted Flexor the Mighty! in post Harassment Policies: New Allegations Show More Work To Be Done
    So thinking a stable mother + father family unit is best for a child, which from pretty much everything I've read is true when you track financial and criminal status of kids as they grow up, is a sign of latent racism? So I don't want to threadjack, but to respond to your question- With regards to the facts, it is trivially easy to say that a two-parent (remember SSM?) household will do better than a single parent household in most circumstances. There isn't much magic about this; because of the way that our tax code is set up,* and because of the way that partners can structure their lives, childcare and child rearing is much easier. To put it another way- when there are two people, they have fewer expenses and a greater income, and they can more easily divide their time in terms of child care, going to school events, helping with homework, etc. For that reason, the things that you have read are more ambiguous than you might think; it is exceptionally difficult to tease out the many advantages tha...

Saturday, 5th May, 2018

  • 08:02 AM - mach1.9pants quoted Flexor the Mighty! in post 40 Years of Games Workshop Stores!
    I remember in the glory days of the 80's I'd read of these shops in WD and wish we had one. Back then GW was far more than just Warhammer/40k of course. Now we have one in the area and I've never set foot in it since I don't play any of their games. The thing that I hate about Games Workshop stores is that they look just enough like a RPG store to give you that false sense of hope before cruelly dashing it when you realise what it is. Yeah even in the 90s, London anyway, they had more than just WH 40k, actual RPGs and 3rd Party stuff. But waaaaaay back, as it shows on the first store they produced White Dwarf (stil do I guess) but upto issue about 100 they were gaming mags - and full of awesome stuff.

Thursday, 3rd May, 2018


Wednesday, 2nd May, 2018

  • 02:42 AM - Simon T. Vesper quoted Flexor the Mighty! in post So what's the consensus on Castles&Crusaders
    I've yet to find a game I didn't have to house rule in some fashion. It just depends on how much you have to houserule it before you are better off with a different rule-set. I mean, that's pretty much industry standard, isn't it? Is there any game that claims ~ explicitly or otherwise ~ that the DM/GM doesn't need to house rule because the rules as written cover everything?

Tuesday, 1st May, 2018

  • 07:49 PM - robus quoted Flexor the Mighty! in post 6-8 Encounters a long rest is, actually, a pretty problematic idea.
    So do any of the AP actually push this kind of resource management model? The two I have XP with had little to make this 6-8 per long rest a reality. There would be instances where it could be an issue but in general getting a long rest in was not a problem. (Reading through this long thread so apologies if this has been addressed already...) It's not enforced but when I did some reverse design work on LMoP I could see that the designers did take it into account. For example the very first sequence of encounters at the Goblin hideout very neatly conformed to the adventuring day guidelines. And really there was no obvious spot to long rest so the designers assumed that this sequence would be tackled during a single adventuring day (which I think all groups probably did). This pattern continued until I got bored (after about 3 or 4 set pieces :) . So while the adventuring day is not enforced it is considered when developing the published adventures. Of course there's really no way for them to e...

Saturday, 28th April, 2018

  • 03:18 PM - hawkeyefan quoted Flexor the Mighty! in post 6-8 Encounters a long rest is, actually, a pretty problematic idea.
    So do any of the AP actually push this kind of resource management model? The two I have XP with had little to make this 6-8 per long rest a reality. There would be instances where it could be an issue but in general getting a long rest in was not a problem. Many of them do, absolutely. I donít think it is a constant state of affairs, but each if the published modules Iím familiar with does this at times. Usually the high number of encounters are connected to an adventure site like a dungeon or a haunted keep or something like that. In one of the past versions of this conversation, I broke down a few different modules where this happened. I think a big part of what will make the modules work as presented or not is how the DM handles long rests and their availability. Personally, I have no problem denying a Long Rest outside of a safe environment. I also have no problem coming up with reasons for the PCs to press on. I think other DMs allow the players to dictate when a Long Rest happens...
  • 02:27 PM - CapnZapp quoted Flexor the Mighty! in post 6-8 Encounters a long rest is, actually, a pretty problematic idea.
    So do any of the AP actually push this kind of resource management model? The two I have XP with had little to make this 6-8 per long rest a reality. There would be instances where it could be an issue but in general getting a long rest in was not a problem.Ask Mistwell. He's the one having zero issues.
  • 02:35 AM - cooperjer quoted Flexor the Mighty! in post 6-8 Encounters a long rest is, actually, a pretty problematic idea.
    So do any of the AP actually push this kind of resource management model? The two I have XP with had little to make this 6-8 per long rest a reality. There would be instances where it could be an issue but in general getting a long rest in was not a problem. I've only run Red Hand of Doom, Princes of the Apocalypse, and Cat & Mouse, and Tomb of Tiberesh. Red Hand of Doom is a bit of a sandbox and made with 3.5 rules, so it's hard to judge from it. Princes of the Apocalypse has a lot of dungeon crawl. This allows characters to choose when to take a short or long rest if they can lock themselves in a room. The dungeons do have random encounter tables to roll on, but I like to take guidance from some on this forum and use NPCs as a way to increase risk. Thus there have been a few times I ignore the random encounter roll and have one anyway. In addition, the bard has Tiny Hut, which allows a long rest without interruption. This isn't to say NPCs walking through the dungeon don't notice the hut. ...

Friday, 27th April, 2018

  • 05:29 PM - amethal quoted Flexor the Mighty! in post So what's the consensus on Castles&Crusaders
    I misread that, I didn't realize that the example of the swimming thing was in the book. Though honestly I can see why you would do that the more I think of it, a desert PC never seen large bodies of water, etc, but if it doesn't really add anything to the game I'd just handwave it unless there was some reason it needed to be an issue. Though if that was part of a barrier that was necessary to overcome, or force players to make decisions on how they are going to get past this I don't have a problem with it. I'm going from memory here, but IIRC since it is only a short example we don't know if the desert PC had never seen large bodies of water. There is nothing to indicate he is a 1st level character, or what he has been doing since he left the desert. There is nothing to indicate that it was ever discussed with the player in advance - e.g. if the DM went "cool background; I'll give you lots of free benefits whenever your desert experience would come in handy, but the downside is you won't be able to s...
  • 04:12 PM - amethal quoted Flexor the Mighty! in post So what's the consensus on Castles&Crusaders
    Well I think the racial animosity part is from 1e and older editions where there was a chart dedicated to that. Well, female characters having a lower maximum strength than male characters was in older editions but that was not ported across to C&C. In this case the C&C designers designed to ramp up Dwarven "species-ism". In AD&D you could have a dwarf and a half orc in the same party. In C&C, per the PHB, you can't. (Interestingly the setting book dials back on Dwarven prejudices a fair bit - if you are playing in the default setting you can actually have a dwarf and a half orc in the same party.) I don't think you can hold bad DM'ing against the system.I'm not sure I agree with you 100% here - potentially you could have systems which make bad DMing more likely, and systems which make it more difficult. However, that wasn't the point I was making. I can (and do) hold it against C&C that the an example of play, in the core rulebook, shows what I consider to be terrible DMing as an example of how t...


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